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submitted 11 hours ago* (last edited 11 hours ago) by PlumBrake@lemmy.world to c/pixeldungeon@lemmy.world

A-tier

Exotic Crystals. I like this. Exotic items are generally better and yield more energy, but there's some huge downsides like losing important items (transmutation, invis, etc) and cluttering the bag. It's probably not worth spending the energy cost to +3.

Mossy Clump. Water and especially grass floors are useful. Not worth upgrading to +3, as by the time you can pay the astronomical 81 energy, you have explored more than half of the dungeon. You can refund the cost if you energize the seeds you get from trampling grass, but you'll need to burn over 40 seeds. It's only worth upgrading if the game is longer.

Petrified Seed. Another favorite, as seeds are unusable with challenges. Somewhat worth upgrading to +3, but only if you can pay the energy cost early. In general, trinkets like these should only be upgraded if there's many more floors ahead.

Mimic Tooth. Dangerous, but gives more rewards in return. Very interesting and I love it, but the mimics are deadly later in the game, and at that point you can throw it away.

B-tier

Wanderous Resin. Can be fun with mage, but some effects will destroy items and damage the user. This trinket icon should be changed, as all the catalysts, resins, dust and moss in the game is hard to differentiate for colorblind users, they all look like the same hairball.

Salt Cube. This one's weird. I think it's below C-tier on normal gameplay, but shoots up to high-tier when playing with many challenges. Fast health regen is much more important and satiety is never an issue, so I always avoid taking this when I play normally, but it's useful when doing the diet challenge. The buff to 40% finally made it okay-ish in normal gameplay.

Eye of Newt. Kinda useful with darkness challenge, you can constantly throw and pick it up to adjust the vision, but can be annoying.

Shard of Oblivion. The drop boost is not that great, but it can make getting loot a little easier. The unidentified gimmick is an interesting downside, I like how the shard can identify items that are ready for it.

C-tier

Parchment Scrap. Purely advantageous at +3, but it's too costly and equipment drops are too rare for this to be useful. I think getting enchants normally (with arcane stylus) is cheaper and better. It could've been good if you can combine this with mimic tooth.

Trap Mechanism. You can kill enemies with traps and pitfalls, it's fun but I'll only take it if I have blast wave early, and that is very rare. This trinket got more dangerous without disarming.

Dimensional Sundial. Only useful to speed up ring of wealth farming runs, and the energy you use to decrease enemy spawn rate should just be used to create helpful items, to combat said enemies. Could use an additional effect.

Vial of Blood. Very harmful downside and the extra healing is not necessary on normal gameplay. Might need to be less severe, the immediate potion heal is too important to prevent deaths.

Rat Skull. Only useful if you want to collect rare bestiary monsters. You need to find crazy bandit, chaos elemental, and crystal mimic for it to be useful, because their drops are the best, but it needs too much luck.

D-tier

Chaotic Censer. You use up items for puzzle rooms to get a magical catalyst in a treasure box, spend energy on it, only to get a harmful challenge that can kill you and destroy items? The gimmick looks fun, but not knowing when it will activate is too dangerous.

13-leaf Clover. Needs a more interesting gimmick. It doesn't matter if you roll high or low, it will average to the same damage as the game progresses, so ultimately it doesn't have any usage. The trinket has a very specific use if you equip +0 fast weapons against highly armored enemies, it can overall deal a little more damage, but the usability of this trinket sharply decreases when you upgrade your weapons. It's also too dangerous if enemies can do high rolls to you, it's probably best for it to never happen again.

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JoJo's Bizarre Adventure is a Japanese manga comic series.

JoJo's Bizarre Dungeon is a graphical retheme of SPD by Ongoro.

https://play.google.com/store/apps/details?id=com.shatteredpixel.shatteredpixeldungeon7&hl=en-US

A few versions back, it stopped working. I thought it was due to API changes with Android 14, but it wasn't. The discussion can be read on this Reddit post -

https://www.reddit.com/r/PixelDungeon/comments/1drrhh6/help_running_a_modreskin_forsatteredpdjojos/

I have decompiled 2.0L, based on SPD v2.5.4, and patched it.

This version works great on my Samsung Galaxy running Android 13 English 🏴󠁧󠁢󠁥󠁮󠁧󠁿

It is hosted on a temporary share server. I ask that someone download and share it.

https://filetransfer.io/data-package/OrjxMyYR#link

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submitted 2 days ago* (last edited 2 days ago) by dotplot@lemy.lol to c/pixeldungeon@lemmy.world

Shattered Pixel dungeon- v2.5.2

Does this talent apply just to weapon and armor, or does it also apply to artifacts and rings? Does a +1 ring count as a tier 2 equipment? Does a +0 ring count as a tier 1 equipment?

Thank you for clarifying.

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Did 6 challenges (lemmy.world)

It turned out not much harder than 3 challenges:

  • Hostile Champions doesn't even annoy too much.
  • Badder Bosses is an easy one.
  • Barren Land is very manageable. You can't bless Ankhs, but you don't have to rely on them if you don't make major mistakes.
  • Was worried a bit about Swarm Intelligence, but it wasn't too bad.
  • Into Darkness was basically negated by the Eye of Newt. And then I got lucky with a projecting bow.
  • Chose huntress because of Forbidden Runes.

The armour ability is most useful for running for cover from disintegration beams.

Saved 5 health potions for depth 25 (Evil Eyes were a massive headache), spent them all and eventually had to resort to a scroll of retribution to finish Yog-Dzewa (was partially surrounded with <10hp and had no means to avoid the gaze attack, it had 33hp thanks to a well-timed bee). Alchemy and a projecting bow combined made the fists much easier to deal with, but I didn't have enough breathing windows to use more than 50% of the potions I had. Then I decided against ascending (and I don't like spending the time on that when the run is purely for an achievement and doesn't require it).

The only badge with non-trivial requirements remaining is the 1000000 score one, which would be easier with an additional challenge added (I don't feel confident enough to do another Doom Slayer with so many challenges). Which should I do?

  • On Diet: not sure if I'd make it, I had to use potions of cleansing for food 2-3 times even without the challenge this run (+a few more times on depth 25).
  • Faith Is My Armor: don't know how I'd handle the effective lack of armour with Swarm Intelligence on. On the other hand, nothing needs SoUs and they could be invested in rings...
  • Pharmacophobia: no.
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submitted 4 days ago* (last edited 4 days ago) by 00_Evan@lemmy.world to c/pixeldungeon@lemmy.world

Roguelike Celebration 2024 is this weekend! It's a conference I've participated in a couple of times, with lots of interesting presentations about Roguelikes and Roguelike-adjacent things.

https://www.roguelike.club/

They also do a Steam sale each year, and Shattered Pixel Dungeon is 40% off on Steam for the next few days as a part of that!

https://store.steampowered.com/sale/roguelikecelebration2024

As for Shattered development, I have started work on the next update but don't quite have anything to show off yet.

(Image Description: "Roguelike Celebration '24" "A community-generated weekend of talks celebrating roguelikes and their community")

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At Long Last (lemmy.world)
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Got pretty lucky with equipment, and the ethereal chains did a ton of work!

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I feel like I can't get the Battlemage to work for me. The bonus effect on the staff is very cool and I feel like I see some theoretical synergies with artifacts that can be charged quickly with melee strikes, but in practice it seems like I always eventually run short on resources and can't output the damage I need.

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submitted 1 week ago* (last edited 1 week ago) by Track_Shovel@slrpnk.net to c/pixeldungeon@lemmy.world

He had a bit of coaching but did solid on his own

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No Win Scenerio (lemmy.world)

I'm doing a 6 challenge and got trapped in a treasure room. The Great Crab 🦀 cannot be injured and I cannot escape. Had to end this game. I've played hundreds if not thousands of games and never had this happen before.

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First ever ascension, very early plate armor, and unstable spellbook. Also, TIL that you can use alchemy a lot more than I previously thought by converting your potions to energy, and its dirt cheap.

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Self explanatory.

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I'm curious if there are people that consistently get this. And why?

Personally, it's pretty much a tie between this and the chaotic censer for my least favorite trinket. At +3, even in the demon halls, I felt the number of traps was lacking, in comparison to how useful other trinkets are. Maybe if the trinket also took trap area of effect into consideration and spread the traps out to provide more entire dungeon coverage, the current number of traps it increases wouldn't feel so meager.

Part of the problem is the trinket doesn't synergize as well as others. Even on a rogue and a talisman of foresight, it felt lackluster. I imagine it'd be more trouble than it's worth outside of those circumstances.

Or am I totally wrong on this and there's something I'm missing? I mean, the thing has remained unchanged since trinkets were introduced; about 5 months ago. Perhaps for a reason?

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A suggestion: After you complete the Sad Ghost's quest with the Dried Rose in your inventory, a second dialogue pops up and asks if you want to hear more about the Rose (and learn if it's cursed or not) or go on your way with a token (a rose petal only available if you get the Rose before meeting the Ghost).

Since using the Rose requires talking to the Ghost, it seems like they might have such insight into the artifact. Just an idea. It crosses my mind every time the Rose drops before I meet the Ghost.

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Please help, I can't find it.

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Shattered Pixel Dungeon- v2.5.2, desktop linux version from github

On the android version from github, there is a counter at the bottom of the rankings, showing how many games you have beaten out of the number of games you have played.

On my desktop version (which does not have the same game history), I do not see any such counter. See the attached picture. Is this some sort of bug? Or is it meant to not have such a counter on desktop?

Thank you for your help.

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Shattered Pixel Dungeon- v2.5.2, desktop linux version from github

I am playing v2.5.2 on desktop instead of v2.5.3. This is mainly because I do not like the removal of the stone of disarming (and also because I do not like bombs, which seem too high-tech for medieval fantasy IMO). So it is possible that this issue was fixed on the desktop version of 2.5.3, if it is an issue. However, since I am on v2.5.2, I have not checked whether or not the behavior is the same on v2.5.3.

The journal cuts off floor 1 at the bottom of the screen. See the attached picture. Is this intended or unintended?

Thank you for your help.

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Maybe a bug? (i.imgur.com)

In the journal, the sprites of scrools (also ring and potions) are rendering without their symbol (the arrow on upgrade, butterfly on transmutation, etc.) Is this intended?

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it went on like this for almost half a day. then I took a few steps and it started again. a fitting final version for a mod whose sole purpose was to break limits I guess

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submitted 2 weeks ago* (last edited 2 weeks ago) by HopesBeyondTheSky@lemmy.world to c/pixeldungeon@lemmy.world

It's a Growing Champion-Golem.

As you can see, the current accuracy/evasion/damage boost of this Golem is 326%, and the current damage reduction is 76%. This means that this Golem is too strong that... God, please save me from this monster.

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submitted 2 weeks ago* (last edited 2 weeks ago) by HopesBeyondTheSky@lemmy.world to c/pixeldungeon@lemmy.world

I filled the vents in the Toxic Gas room with water, and they stopped spewing gas into the room. I left one vent as as proof of that.

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Currently Unstable Spellbook draws random scrolls from a list of 10 eligible scrolls with replacement. My suggestion is to change this so that scrolls are drawn without replacement.

This idea came to me after someone on Reddit claimed to have drawn a bunch of strings (a string of 4 and a string of 6) of the same scroll in a row, all within the same game. Generally when this happens it gets people out of the game and has them thinking there’s something wrong with how scrolls are chosen.

My suggestion, to draw the scrolls without replacement, would make longer strings of duplicates like this impossible. It would also make the Unstable Spellbook more strategic in its use because you could keep track of which scrolls you get and then be able to make plans for potential upcoming scrolls. To make this less tedious, you might consider allowing the player to see some of the potential upcoming scrolls, similar to how some versions of Tetris show you the upcoming pieces (though not necessarily in exact order like Tetris).

Some further notes and thoughts:

  • Identify, remove curse, and magic mapping are all half as common as the other scrolls. This could be handled by having a deck of 17 scrolls, with 7 duplicates for the more common types but only 1 copy of each of the 3 above.
  • If you do go with a deck type system, maybe the player could keep adding more scrolls (beyond the needed for each upgrade) to bias the deck in their favour. This would make the Unstable Spellbook into a kind of deck-builder minigame, like Slay the Spire!
  • Another idea might be to remove the popup choice for upgrading scrolls you draw, in favour of allowing the player to add both regular and exotic scrolls separately, giving them separate distributions within the deck. This loss of control would represent a small tactical nerf to the usage of the book which would partially offset the strategic buff caused by letting the player know and have more control over the distribution of scrolls they get from the artifact.

Anyway, thoughts, opinions, suggestions? I personally love the Unstable Spellbook in its current form but I have talked to others who don’t like it at all. My thoughts around this suggestion are to attempt to bridge this gap and make the item feel less random while still preserving its random flavour. The tradeoff is that this suggestion would make the item a bit more complex, though I don’t see think it’s an unreasonable amount of added complexity.

Alchemy is quite a complex system in the game and many players don’t engage with it at all. Even at the most tricked-out “deck builder” version of this suggestion, it’s still quite a lot less complex than alchemy because the choices are much more straightforward: want to see more of a scroll? Add another copy to the spellbook!

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I actually couldn’t tell you how many years I’ve played this game for, because it’s been so many, but I’ve definitely put somewhere in the 5000 hour range into the game during that period of time. This is (surprisingly) the first time I’ve ever encountered something that felt extremely unbalanced. This is bolstered by the fact that AFAIK trinkets were intended to be a middle-of-the-road type item that acts as neither a direct buff nor nerf but rather opens up opportunity for different build styles. I’m also going to point out what I believe to be an actual bug, but I’m unsure because it could just be some wonky RNG.

This isn’t necessarily a terrible game breaking thing because it requires having a +3 petrified seed and +10 sandals of nature to be efficient. It also requires playing huntress to obtaining rejuvenating steps from a meta scroll. I know that infinitely farming seeds is viable with this combo and a fair amount of luck, but the rate with which you’re able to get rune stones is really absurd. Once you have the items you just need one patch of grass, even if it’s only a handful of tiles. You step on them with rejuv steps and then aggro enemies to stomp the grass back down to rejuv again. The screenshot above isn’t a crazy amount but it took less than 5 minutes to get them (I don’t plan on actually abusing it for this run).

This definitely makes petrified seed a monster ours buff for huntress w sandals. It’s definitely not game breaking because it’s still going to be a very rare combo to see generally, but it feels unbalanced and I wanted to point it out. The 25% drop rate is what makes this viable I think; You get way too many dewdrops because of the rate increase which makes hunger a non-issue. Also the fact that the trinket can be dropped to farm seeds instead makes the items “downside” not actually feel like any downside at all.

Now to what I think may be a bug; floors are generating with an absolutely crazy amount of grass. I thought it was just lucky at first, but the last 5 floors since I got the trinket have seemed like straight grassy floors. I also encountered a dark (forget the actual term but I mean the level you need a torch for) floor and did not encounter a torch, which I thought was a given on those floors.

Sorry if this isn’t the place to post something like this. I couldn’t think of any other way to report this; and I also just made this Lemmy account so I’m also unfamiliar with the platform. Hopefully this can be of some help though.

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